NSEntity: add GetSpawnAge() and GetSpawnTime() methods, which communicate when an instance of an entity was brought into the world.

This commit is contained in:
Marco Cawthorne 2023-01-22 20:01:24 -08:00
parent baadd35ffd
commit 638825af56
Signed by: eukara
GPG Key ID: CE2032F0A2882A22
2 changed files with 20 additions and 0 deletions

View File

@ -51,6 +51,7 @@ what you are doing. Otherwise, you will deal with loss of savegames and much mor
class NSEntity:NSTrigger
{
private:
float m_flSpawnTime;
bool m_bHidden; /**< decides whether the entity is visible or not, without affecting collision */
vector m_vecMins; /**< REAL min bounding box value, without .scale affecting it */
vector m_vecMaxs; /**< REAL max bounding box value, without .scale affecting it */
@ -354,6 +355,12 @@ public:
/** Returns either true or false depending on if this entity is facing the entity in question. */
nonvirtual bool IsFacing(entity);
/** Returns the time that's passed since the entity has been spawned. */
nonvirtual float GetSpawnAge(void);
/** Returns the absolute timestamp of when the entity had been spawned. */
nonvirtual float GetSpawnTime(void);
};
#ifdef CLIENT

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@ -24,6 +24,7 @@ static void droptofloorwrapper( entity foo ) {
void NSEntity::NSEntity( void ) {
identity = 1;
m_flSpawnTime = time;
}
void NSEntity::Spawned( void ) {
@ -899,6 +900,18 @@ bool NSEntity::IsFacing(entity target)
return ((vecDiff * v_forward) > 0 ) ? true : false;
}
float
NSEntity::GetSpawnAge(void)
{
return time - m_flSpawnTime;
}
float
NSEntity::GetSpawnTime(void)
{
return m_flSpawnTime;
}
#ifdef CLIENT
void
NSEntity_ReadEntity(bool new)